Missed the March meeting because I was at Airecon…
The horrible soulless housing development round the back of
central Maidenhead has one slightly redeeming feature:
Yeah, it's not much, but when the rest is concrete and glass…
Anyway, we started with
Shamans –
someone else's copy with which they weren't entirely familiar, so I
snabbled my work-in-progress rules notes over the VPN from home to
help teach (because the official manual is a bit… rough when you're
trying to pick up the game quickly).
On to The Quacks of
Quedlinburg,
with my new shiny 3d-printed component cases for near-instant setup
(as long as none of the card tops has got loose in the box, ahem). No
expansions because it was a first game for one player and another
hadn't played in a while, but I did have the 6-orange tokens and the
extra fortune teller cards in play.
Then
Subastral, an
essentially abstract game of set collection with some cunning
restrictions on what you can pick up when. Designed by Ben Pinchback
and Matt Riddle, of Fleet and Three Sisters fame. I'm not going to
rush out and buy a copy but it was definitely worth a look.
Camel Up (Second
Edition),
the first time I'd seen this new version. The dice pyramid is now
plastic (more reliable, but plastic); there are two "mad" camels that
race backwards and can carry other racers with them; but it's
basically the same game (though the plastic camel pieces are
unpleasant to the touch). Good fun with enough luck that one can blame
it when one loses.
And finally Quest,
Don Eskridge's latest iteration on the Resistance/Avalon system.
It's touted as a revolutionary new game, but it felt to me more like
The Resistance's Greatest Hits, a bit taken from this expansion and
another bit taken from that. Not bad, but I'd be happier playing The
Resistance again.
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